Wolf Pack is a realistic gray wolf for games, films and wildlife scenes. It comes in three color variants that share one mesh, one rig and one animation set. Each variant has its own complete 4K texture set.
What's included
- 3 color variants: Black, Brown and White
- Blender files (.blend), one per variant, with the full Rigify control rig, all actions, LOD1–3 and packed textures
- FBX files (game-ready skeleton, all animations baked, LOD0–LOD3 in each file), one per variant
- Textures.zip: complete 4096 × 4096 PBR set for each variant
- Unity package for Built-in, URP and HDRP (see below)
Mesh
- 30,723 vertices · 32,164 faces · 61,077 triangles (body 54,883 + fur cards 6,194)
- One mesh for all three variants, two materials (Body, Hair fur cards with alpha), one UV set
- Real-world scale (1 unit = 1 m): about 1.8 m from nose to tail tip, 0.80 m at the shoulder, 1.04 m to the ear tips (standing)
LODs (same UVs, textures, skeleton and clips)
LOD0: 61,077 · LOD1: 33,251 · LOD2: 16,446 · LOD3: 8,121
Triangles per level. LOD1 decimates the body and keeps all fur cards; LOD2 keeps 22 of the 54 fur card strips; LOD3 has no fur cards.
In the .blend files LOD1–3 are in a "LODs" collection, skinned to the same rig. In the FBX files the meshes are named SK_Wolf_<Variant>_LOD0–3, so Unity and Unreal pick them up as LOD levels. Unity: the prefabs carry a LODGroup (LOD0–LOD3).
Rig
- Blender: Rigify control rig (IK/FK legs, spine, neck, head, face, jaw, ears, tail)
- FBX: clean game skeleton of 204 deform bones + root (face, toes and tail included, no leaf bones), skinned to the mesh
Animations (13 clips, 24 fps, in place, no root motion)
- Idle – 32
- Walk – 56
- Fast Walk – 30
- Run – 20
- Sneaking – 65
- Jump – 25
- Jump Attack – 25
- Bark – 61
- Howling – 180
- Eating – 97
- Drinking – 49
- Resting (lie down) – 85
- Sleep – 120
Frame counts as baked in the FBX. The FBX also contains 9 single-frame body poses (Pose_Idle, Pose_Running, Pose_Angry, Pose_Sitting, Pose_Happy_Stand, Pose_Alert_Stand, Pose_Howling, Pose_Howling_Standing, Pose_Resting) and 3 facial expressions (Face_Angry, Face_Eyes_Closed, Face_Smile).
Textures (4096 × 4096, Metal/Roughness)
Per variant, for both Body and Hair: Base Color (with alpha), Opacity, Normal (OpenGL), Normal (DirectX), Roughness, Height, plus packed maps: Unreal ORM (Occlusion/Roughness/Metallic) and Unity Mask Map. Body also has an Emissive map (eyes).
The source set has no separate AO or metallic map: the packed maps use AO = 1 and Metallic = 0 (a non-metallic animal).
File formats
- .blend (saved in Blender 5.2; open with Blender 5.2 or newer)
- .fbx (tested by re-importing into Blender)
- Unity (WolfPack_Unity.unitypackage): one package that contains three, one per render pipeline. Import the one for your project:
- Built-in (Standard shader, Cutout), URP (URP/Lit, Alpha Clipping), HDRP (HDRP/Lit, Mask Map, Alpha Clipping)
- Each includes: prefabs for the three variants with LODGroup, Generic rig with the 13 clips set up (loops marked), Animator Controller, 4K textures, materials, and a demo scene.
- Made and tested in Unity 6000.5 (URP/HDRP 17.5); real-world scale verified in Unity.
Notes
- The trees, grass, rocks and ground in the forest preview images are scene props for presentation only and are not included. Only the wolves are part of this product.
- The scale image uses a human figure for reference only (not included).
- FBX skeleton: the Blender rig uses curved (B-Bone) spine and leg segments, which game engines do not support. The FBX uses straight bones; the difference is a few millimetres on average and up to about 10–15 cm on the curled back in the lying poses (Sleep, Resting).